| 1 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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| 2 | * Copyright (C) 2003-2005 3Dlabs Inc. Ltd. |
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| 3 | * Copyright (C) 2004-2005 Nathan Cournia |
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| 4 | * Copyright (C) 2008 Zebra Imaging |
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| 5 | * Copyright (C) 2010 VIRES Simulationstechnologie GmbH |
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| 6 | * |
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| 7 | * This application is open source and may be redistributed and/or modified |
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| 8 | * freely and without restriction, both in commercial and non commercial |
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| 9 | * applications, as long as this copyright notice is maintained. |
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| 10 | * |
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| 11 | * This application is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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| 14 | */ |
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| 15 | |
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| 16 | /* file: include/osg/Shader |
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| 17 | * author: Mike Weiblen 2008-01-02 |
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| 18 | * Holger Helmich 2010-10-21 |
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| 19 | */ |
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| 20 | |
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| 21 | #ifndef OSG_SHADER |
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| 22 | #define OSG_SHADER 1 |
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| 23 | |
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| 24 | |
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| 25 | #include <osg/GL2Extensions> |
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| 26 | #include <osg/Object> |
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| 27 | #include <osg/buffered_value> |
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| 28 | |
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| 29 | #include <set> |
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| 30 | #include <map> |
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| 31 | |
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| 32 | namespace osg { |
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| 33 | |
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| 34 | class Program; |
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| 35 | |
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| 36 | /** Simple class for wrapping up the data used in OpenGL ES 2's glShaderBinary calls. |
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| 37 | * ShaderBinary is set up with the binary data then assigned to one or more osg::Shader. */ |
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| 38 | class OSG_EXPORT ShaderBinary : public osg::Object |
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| 39 | { |
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| 40 | public: |
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| 41 | |
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| 42 | ShaderBinary(); |
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| 43 | |
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| 44 | /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ |
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| 45 | ShaderBinary(const ShaderBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); |
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| 46 | |
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| 47 | META_Object(osg, ShaderBinary); |
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| 48 | |
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| 49 | /** Allocated a data buffer of specified size/*/ |
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| 50 | void allocate(unsigned int size); |
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| 51 | |
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| 52 | /** Assign shader binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/ |
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| 53 | void assign(unsigned int size, const unsigned char* data); |
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| 54 | |
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| 55 | /** Get the size of the shader binary data.*/ |
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| 56 | unsigned int getSize() const { return _data.size(); } |
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| 57 | |
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| 58 | /** Get a ptr to the shader binary data.*/ |
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| 59 | unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); } |
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| 60 | |
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| 61 | /** Get a const ptr to the shader binary data.*/ |
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| 62 | const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); } |
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| 63 | |
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| 64 | /** Read shader binary from file. |
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| 65 | * Return the resulting Shader or 0 if no valid shader binary could be read.*/ |
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| 66 | static ShaderBinary* readShaderBinaryFile(const std::string& fileName); |
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| 67 | |
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| 68 | protected: |
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| 69 | |
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| 70 | typedef std::vector<unsigned char> Data; |
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| 71 | Data _data; |
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| 72 | }; |
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| 73 | |
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| 74 | |
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| 75 | /////////////////////////////////////////////////////////////////////////// |
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| 76 | /** osg::Shader is an application-level abstraction of an OpenGL glShader. |
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| 77 | * It is a container to load the shader source code text and manage its |
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| 78 | * compilation. |
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| 79 | * An osg::Shader may be attached to more than one osg::Program. |
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| 80 | * Shader will automatically manage per-context instancing of the |
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| 81 | * internal objects, if that is necessary for a particular display |
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| 82 | * configuration. |
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| 83 | */ |
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| 84 | |
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| 85 | class OSG_EXPORT Shader : public osg::Object |
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| 86 | { |
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| 87 | public: |
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| 88 | |
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| 89 | enum Type { |
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| 90 | VERTEX = GL_VERTEX_SHADER, |
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| 91 | TESSCONTROL = GL_TESS_CONTROL_SHADER, |
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| 92 | TESSEVALUATION = GL_TESS_EVALUATION_SHADER, |
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| 93 | GEOMETRY = GL_GEOMETRY_SHADER_EXT, |
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| 94 | FRAGMENT = GL_FRAGMENT_SHADER, |
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| 95 | UNDEFINED = -1 |
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| 96 | }; |
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| 97 | |
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| 98 | Shader(Type type = UNDEFINED); |
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| 99 | Shader(Type type, const std::string& source ); |
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| 100 | Shader(Type type, ShaderBinary* shaderBinary ); |
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| 101 | |
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| 102 | /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ |
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| 103 | Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); |
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| 104 | |
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| 105 | META_Object(osg, Shader); |
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| 106 | |
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| 107 | int compare(const Shader& rhs) const; |
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| 108 | |
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| 109 | /** Set the Shader type as an enum. */ |
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| 110 | bool setType(Type t); |
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| 111 | |
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| 112 | /** Get the Shader type as an enum. */ |
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| 113 | inline Type getType() const { return _type; } |
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| 114 | |
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| 115 | /** Get the Shader type as a descriptive string. */ |
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| 116 | const char* getTypename() const; |
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| 117 | |
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| 118 | |
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| 119 | /** Set file name for the shader source code. */ |
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| 120 | inline void setFileName(const std::string& fileName) { _shaderFileName = fileName; } |
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| 121 | |
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| 122 | /** Get filename to which the shader source code belongs. */ |
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| 123 | inline const std::string& getFileName() const { return _shaderFileName; } |
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| 124 | |
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| 125 | |
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| 126 | /** Set the Shader's source code text from a string. */ |
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| 127 | void setShaderSource(const std::string& sourceText); |
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| 128 | |
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| 129 | /** Query the shader's source code text */ |
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| 130 | inline const std::string& getShaderSource() const { return _shaderSource; } |
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| 131 | |
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| 132 | |
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| 133 | /** Set the Shader using a ShaderBinary. */ |
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| 134 | void setShaderBinary(ShaderBinary* shaderBinary) { _shaderBinary = shaderBinary; } |
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| 135 | |
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| 136 | /** Get the Shader's ShaderBinary, return NULL if none is assigned. */ |
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| 137 | ShaderBinary* getShaderBinary() { return _shaderBinary.get(); } |
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| 138 | |
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| 139 | /** Get the const Shader's ShaderBinary, return NULL if none is assigned. */ |
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| 140 | const ShaderBinary* getShaderBinary() const { return _shaderBinary.get(); } |
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| 141 | |
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| 142 | |
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| 143 | /** Read shader source from file and then constructor shader of specified type. |
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| 144 | * Return the resulting Shader or 0 if no valid shader source could be read.*/ |
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| 145 | static Shader* readShaderFile( Type type, const std::string& fileName ); |
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| 146 | |
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| 147 | /** Load the Shader's source code text from a file. */ |
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| 148 | bool loadShaderSourceFromFile( const std::string& fileName ); |
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| 149 | |
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| 150 | |
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| 151 | /** The code injection map used when generating the main shader during main shader composition.*/ |
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| 152 | typedef std::multimap<float, std::string> CodeInjectionMap; |
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| 153 | |
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| 154 | /** Add code injection that will be placed in the main shader to enable support for this shader. |
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| 155 | * The position is set up so that code to be inserted before the main() will have a negative value, |
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| 156 | * a position between 0 and 1.0 will be inserted in main() and a position greater than 1.0 will |
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| 157 | * be placed after the main(). |
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| 158 | * During shader composition all the code injections are sorted in ascending order and then |
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| 159 | * placed in the appropriate section of the main shader. */ |
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| 160 | void addCodeInjection(float position, const std::string& code) { _codeInjectionMap.insert(CodeInjectionMap::value_type(position, code)); } |
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| 161 | |
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| 162 | /** Get the code injection map.*/ |
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| 163 | CodeInjectionMap& getCodeInjectionMap() { return _codeInjectionMap; } |
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| 164 | |
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| 165 | /** Get the const code injection map.*/ |
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| 166 | const CodeInjectionMap& getCodeInjectionMap() const { return _codeInjectionMap; } |
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| 167 | |
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| 168 | |
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| 169 | |
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| 170 | /** Resize any per context GLObject buffers to specified size. */ |
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| 171 | virtual void resizeGLObjectBuffers(unsigned int maxSize); |
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| 172 | |
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| 173 | /** release OpenGL objects in specified graphics context if State |
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| 174 | object is passed, otherwise release OpenGL objects for all graphics context if |
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| 175 | State object pointer NULL.*/ |
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| 176 | void releaseGLObjects(osg::State* state=0) const; |
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| 177 | |
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| 178 | /** Mark our PCSs as needing recompilation. |
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| 179 | * Also mark Programs that depend on us as needing relink */ |
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| 180 | void dirtyShader(); |
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| 181 | |
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| 182 | /** If needed, compile the PCS's glShader */ |
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| 183 | void compileShader(osg::State& state) const; |
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| 184 | |
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| 185 | /** For a given GL context, attach a glShader to a glProgram */ |
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| 186 | void attachShader(unsigned int contextID, GLuint program) const; |
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| 187 | |
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| 188 | /** For a given GL context, detach a glShader to a glProgram */ |
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| 189 | void detachShader(unsigned int contextID, GLuint program) const; |
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| 190 | |
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| 191 | /** Query InfoLog from a glShader */ |
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| 192 | bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const; |
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| 193 | |
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| 194 | /** Mark internal glShader for deletion. |
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| 195 | * Deletion requests are queued until they can be executed |
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| 196 | * in the proper GL context. */ |
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| 197 | static void deleteGlShader(unsigned int contextID, GLuint shader); |
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| 198 | |
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| 199 | /** flush all the cached glShaders which need to be deleted |
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| 200 | * in the OpenGL context related to contextID.*/ |
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| 201 | static void flushDeletedGlShaders(unsigned int contextID,double currentTime, double& availableTime); |
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| 202 | |
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| 203 | /** discard all the cached glShaders which need to be deleted in the OpenGL context related to contextID. |
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| 204 | * Note, unlike flush no OpenGL calls are made, instead the handles are all removed. |
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| 205 | * this call is useful for when an OpenGL context has been destroyed. */ |
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| 206 | static void discardDeletedGlShaders(unsigned int contextID); |
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| 207 | |
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| 208 | static Shader::Type getTypeId( const std::string& tname ); |
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| 209 | |
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| 210 | public: |
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| 211 | /** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */ |
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| 212 | class OSG_EXPORT PerContextShader : public osg::Referenced |
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| 213 | { |
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| 214 | public: |
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| 215 | PerContextShader(const Shader* shader, unsigned int contextID); |
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| 216 | |
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| 217 | GLuint getHandle() const {return _glShaderHandle;} |
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| 218 | |
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| 219 | void requestCompile(); |
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| 220 | void compileShader(osg::State& state); |
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| 221 | bool needsCompile() const {return _needsCompile;} |
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| 222 | bool isCompiled() const {return _isCompiled;} |
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| 223 | bool getInfoLog( std::string& infoLog ) const; |
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| 224 | |
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| 225 | /** Attach our glShader to a glProgram */ |
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| 226 | void attachShader(GLuint program) const; |
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| 227 | |
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| 228 | /** Detach our glShader from a glProgram */ |
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| 229 | void detachShader(GLuint program) const; |
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| 230 | |
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| 231 | protected: /*methods*/ |
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| 232 | ~PerContextShader(); |
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| 233 | |
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| 234 | protected: /*data*/ |
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| 235 | /** Pointer to our parent osg::Shader */ |
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| 236 | const Shader* _shader; |
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| 237 | /** Pointer to this context's extension functions. */ |
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| 238 | osg::ref_ptr<osg::GL2Extensions> _extensions; |
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| 239 | /** Handle to the actual glShader. */ |
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| 240 | GLuint _glShaderHandle; |
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| 241 | /** Does our glShader need to be recompiled? */ |
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| 242 | bool _needsCompile; |
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| 243 | /** Is our glShader successfully compiled? */ |
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| 244 | bool _isCompiled; |
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| 245 | const unsigned int _contextID; |
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| 246 | |
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| 247 | private: |
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| 248 | PerContextShader(); // disallowed |
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| 249 | PerContextShader(const PerContextShader&); // disallowed |
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| 250 | PerContextShader& operator=(const PerContextShader&); // disallowed |
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| 251 | }; |
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| 252 | |
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| 253 | PerContextShader* getPCS(unsigned int contextID) const; |
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| 254 | |
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| 255 | protected: /*methods*/ |
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| 256 | virtual ~Shader(); |
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| 257 | |
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| 258 | |
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| 259 | friend class osg::Program; |
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| 260 | bool addProgramRef( osg::Program* program ); |
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| 261 | bool removeProgramRef( osg::Program* program ); |
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| 262 | |
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| 263 | protected: /*data*/ |
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| 264 | Type _type; |
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| 265 | std::string _shaderFileName; |
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| 266 | std::string _shaderSource; |
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| 267 | osg::ref_ptr<ShaderBinary> _shaderBinary; |
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| 268 | |
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| 269 | CodeInjectionMap _codeInjectionMap; |
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| 270 | |
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| 271 | /** osg::Programs that this osg::Shader is attached to */ |
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| 272 | typedef std::set< osg::Program* > ProgramSet; |
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| 273 | ProgramSet _programSet; |
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| 274 | mutable osg::buffered_value< osg::ref_ptr<PerContextShader> > _pcsList; |
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| 275 | |
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| 276 | private: |
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| 277 | Shader& operator=(const Shader&); // disallowed |
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| 278 | }; |
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| 279 | |
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| 280 | |
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| 281 | class OSG_EXPORT ShaderComponent : public osg::Object |
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| 282 | { |
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| 283 | public: |
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| 284 | |
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| 285 | ShaderComponent(); |
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| 286 | ShaderComponent(const ShaderComponent& sc,const CopyOp& copyop=CopyOp::SHALLOW_COPY); |
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| 287 | |
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| 288 | META_Object(osg, ShaderComponent) |
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| 289 | |
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| 290 | unsigned int addShader(osg::Shader* shader); |
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| 291 | void removeShader(unsigned int i); |
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| 292 | |
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| 293 | osg::Shader* getShader(unsigned int i) { return _shaders[i].get(); } |
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| 294 | const osg::Shader* getShader(unsigned int i) const { return _shaders[i].get(); } |
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| 295 | |
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| 296 | unsigned int getNumShaders() const { return _shaders.size(); } |
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| 297 | |
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| 298 | virtual void compileGLObjects(State& state) const; |
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| 299 | virtual void resizeGLObjectBuffers(unsigned int maxSize); |
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| 300 | virtual void releaseGLObjects(State* state=0) const; |
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| 301 | |
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| 302 | protected: |
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| 303 | |
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| 304 | typedef std::vector< osg::ref_ptr<osg::Shader> > Shaders; |
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| 305 | Shaders _shaders; |
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| 306 | }; |
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| 307 | |
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| 308 | |
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| 309 | } |
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| 310 | |
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| 311 | #endif |
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